winstreak's Forum Posts

  • So you will have your 2 sprite objects Card and Actual (Obviously your names are different)

    When you trigger the event you will create object Actual at position (Card.x,Card.y)

    then destroy card.

    This will allow you to have the new object spawn at the same location. You will probably want to create a spawn animation as part of the Actual Objects animations so it looks a bit nicer

  • Just have 2 of your game at the root folder then. One for the current one for the updated. When you upload a new version you will upload it to whatever one is not live - Once that version is ready you go to your website editor and set the newly updated to the game the website is playing. Next time a user refreshes or logs in they should get the new version but no be able to get there mid upload anymore.

    Keep the old version - until you have the next update - this is where you will update the new patch. You will just switch back and forth. Additionally, this will give you -as the dev - the ability to go back to the last patch if you put out a game breaking bug.

  • If it's your site can you just continue to point to the old game until you decide the update is ready. Then point to the new game.

  • Like this ^.^

  • Have a variable that holds your MaxAmmo (10) and a variable that holds your CurrentAmmo (0-10).

    When you reload:

    On reload you want to Figure out the amount of ammo you will be moving: MaxAmmo - CurrentAmmo

    Verify you have that amount, if you have less you move over everything you have, if you have that amount or more you move over that amount and then subtract it from your total ammo.

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  • You can find distance with distance(boss.x,boss.y,player.x,player.y)

  • Event Sheet 3: Event 27

    On collision && Attack is true

    On collision only happens for 1 moment - when the actual collision happens

    You are looking for Overlapping && Attack is True - but you will need an additional way to only allow it to happen once. You can also add Trigger once while true.

  • Your google docs are private - I requested access

  • I would need to see what your code looks like to tell you why...

  • If you don't have families (Purchased) then you will have to have a running total in a variable and a separate object.pickedcount for each object and add them to the variable.

  • Variables can be made in a lot of different ways so it more so depends on what you are trying to build.

    Dictionaries and Arrays can store large amounts of variables all in one spot. Since you are brand new to this I believe it would be easier to start out with some instance variables or global variables.

    Instance variables are attached to an object. They can be changed by calling that objects variable, which allows you to have multiple of the same object all with different variable values. These values are lost once you destroy the object or change the layout.

    Global variables are meant to exist forever and would not be useful for trying to store values for multiple of the same object. But if you have a single use case for a value you that you want to last through layouts or track even after destroying the object then you want to use globals.

    I have a video that goes through working with variables on a very basic level if you wanted more information: youtube.com/watch

  • Boolean is true or false

    That would make sense for deciding if something happened - yes or no

    Numbers would hold the amounts for attack defense health etc.

  • Unsure if there is a built in way. But you can use a family if you have purchased or just call a function each time your ball goes from 1 height to another. have the family (or function) turn collision off for the items you can no longer hit and on for the ones you can.

  • Another another way - run in debug mode - just check how many of that object you have while you create more

  • If it runs through 1 time and then stops then it is a loop problem.

    You have a lot of animations - make sure all the ones that should loop are looping!